We are still fetishizing the digital spaces of Second Life, over ten years after the virtual world was created; or, alternatively, building on them with more sophisticated and intricate procedurally generated worlds. It’s that idea of nostalgia again, for the gamers who inhabit the worlds and the developers who create them. Deviating from the norm in any industry is difficult, especially in the gaming industry where budgets are incredibly tight and jobs are scarce. Why make something new when the next Call of Duty will sell millions of copies? Each of the artists in Life 2.0 are coming at this idea of the avatar or online persona through the lens of the cultural moment that we are currently witnessing.